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SDF Raymarching Application

A semi-cross-platform application made for rendering scenes using raymarching via signed distance fields utilizing OpenGL. If I decide to further my work, I will focus on utilizing on compute shaders instead of purely fragments.

Specifications and Supported Platforms

MacOS (Arm64)

  • OpenGL Version: 4.1 Metal
  • GLSL Version: 4.1

Emscripten

  • OpenGL Version: ES 3.0 (WebGL 2.0)
  • GLSL Version: ES 3.0

Building the Project (From Source)

Regarding prerequisites, premake5 is required to build the project. Once premake is installed, this command can be used to build the project:

premake5 --os=<target> --file=build/premake5.lua gmake

Desktop

BEFORE BUILDING: make sure to have Haxe 4.3 to compile SDL into a static library, in which Haxe can be installed via Homebrew. Once Haxe is installed, go to the build directory and run the script via:

cd build
haxe build.hxml

And SDL used to produce a static library.

To run the project:

./bin/program

Controls:

Key Description
W Move forward
S Move backwards
A Move left
D Move right
Q Move Up
E Move Down
Escape Tab Out

About

The repository for a research project on developing an algorithm that'll reduce the amount of iterationa needed without much drawback.

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